#ifndef __Face_h_
#define __Face_h_

#define MAT_AMOUNT 1


#pragma once
#include "GameApplication.h"
#include <vector>

extern Ogre::SceneManager* sceneMgr; // Defined in main.cpp

class Face
{
private:
protected:
	Ogre::Entity* mFaceEntity; //The Entity that represents this Face
	Ogre::SceneNode* mFaceNode;  //The SceneNode that contains this Entity
	Face(){};					//Empty default constructor
	int iD;						//This Cube's unique (hopefully) iD
	Face(Ogre::Vector3 location);			//Constructor with choice of giving the Cube a location, the Cube's ID defaults to -1
	//Ogre::String matNames[];
	Ogre::String matNames[MAT_AMOUNT];
	//vector<vector<int>> v;
public: 
	void loadFaceMaterial(int matNum);
	void loadData(int matNum);
	virtual ~Face(){};					//Deletes this Face
};

#endif